GM Imperius' Skull & Shackles

Game Master bluedove

Skull & Shackles Art and Maps
Tracking Sheet


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank
Robert Henry wrote:
Brother MacLaren wrote:
"If there is sand and dirt above, that could be a way out. Of course, we wouldn't want to trap ourselves in a cave-in, even if it is only sand and dirt. We could perhaps set a fire to burn through the planks, then fall back while the fire does its work."
anyone know enough about how much oxygen a fire uses? Sounds like all we may do is turn the wooden planks to charcoal...

We would only need to weaken the planks, most likely. But it's not the best idea.


Sadly we are in completely uncharted territory, the AP is written for you to approach from the opposite direction.


Since we are out of the caves and the jellyfish will return, a little story background for you about the throne in the throne room.

From The AP wrote:
The massive stone throne is an artifact of the ancient cyclops empire of Ghol-Gan and can be identified as such with a DC 25 Knowledge (history) check. It was discovered at the bottom of the blue hole by the sahuagin. Unknown to Krelloort, the throne bears a potent curse from the ancient days of lost Ghol-Gan. Anyone who sits upon the throne must succeed at a DC 15 Will save or be seized by the lust for empire—the desire to conquer and subjugate all neighboring kingdoms at any cost. If the creature fails the save, it acts on these plans (often provoking it to rash acts of hostility) for 1 week, after which a new save is allowed. If the save is successful, the creature is immune to the effects of the throne for 1 week. Krelloort has failed his save many times, prompting his campaign of overt attacks on shipping and the surrounding peoples, which has increased the risk of discovery and assault on his own tribe. The curse cannot be removed short of destroying the throne (hardness 8, hp 1,020, Break DC 80), but if the 8,000-pound chair can be transported, it could be sold to certain antiquities buyers with megalomaniacal tendencies for up to 5,000 gp.


Veronica Blackblade wrote:
Take 10 on everything besides the last check. That History or Local check seems like it would make sense when we see the tree - kind of odd to point it out beforehand.

Sorry, was trying to get things put together quickly. Wasn't a tree one of the tattoos?


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2
Robert Henry wrote:
Veronica Blackblade wrote:
Take 10 on everything besides the last check. That History or Local check seems like it would make sense when we see the tree - kind of odd to point it out beforehand.
Sorry, was trying to get things put together quickly. Wasn't a tree one of the tattoos?

Didn't remember any tree (or old king for that matter), so just went back to check:

Robert Henry wrote:


The Treasure Map The map tattooed on the Isabella Locke’s back depicts the outlines of several small islands. A stylized half sun sits to the right of the islands, while simple images of a monstrous eye and the face of an aged, bearded king are to the left. Beneath the map are five lines of crude verse:

No tree reference, as far as I can tell, just the "old king" imagery. I'll bring up the resemblance when we get to the tree :).


cool, Was trying to pull the references to the caves and the images quickly. The information was listed with the 'tattoo' info instead of the 'cliff reveal' so I listed it. Better too much info than not enough :)

Sadly I'm insecure enough that this sort of thing reminds me I shouldn't be GM'ing...


End of book two, level up to seven :)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Leveled up!
Brewkeeper 2 gives a brew reservoir of 5 pts/day, which can be used for Helpful Homebrew (applying Extend spell as a swift action at a cost of 1 point).

Feat is Prestigious Spellcaster
ABP increase goes to Strength
Skills are +3 Perception, +1 Diplomacy, +2 Fly
Background skills are +2 Profession (Sailor)
+1 to Will save, BAB
CMD goes up by 2 (BAB and Str)
Gets an extra spell of each level, and has 1 4th plus the domain spell (Dimension Door!)


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

NEXT LEVEL: 7:
Hunter, Divine Hunter Archetype (Good) 7
+1 BAB (5) & CMB/D
+6hp (5, +1 Con) (45)
+9 skills (6, + 1 fav, +2 background†) (Diplomacy, Disable Device, Handle Animal, Knowledge Geography x2 (†), Linguistics Terran, Perception, Profession Sailor, Survival)
+1 Wild Empathy (7)
+1 Feat: Lucky Halfling (1xday w/in 30’, I roll a save) (7)
+2 Physical Prowess (Str) (bump)
+1m animal focus (7)
+2 Third level spells per day (2)
+1 First level spell known (Faerie Fire)
+2 Third level spell known (Life Bubble, Magic Fang Greater)
Spells Known (Caster Level 7, Concentration +10, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Spark, Stabilize
. . 1st (5/5): Cure Light Wounds, Faerie Fire, Goodberry, Magic Fang, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (4/4): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (2/2): Life Bubble, Magic Fang Greater, Summon Nature’s Ally

Kasin Celestial Capybara
Nothing this level.


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Level up::

Magus abilities:
Knowledge Pool: Can prepare any Magus spell, even if not in spell book, by spending one Arcane Pools point per spell, up to Int modifier. Essentially gives me limited access to the whole Magus spell list.
Medium Armor: Grants proficiency and lets me ignore Arcane Spell Failure
3rd Level Spells: 2 slots, learned Haste and Fly (and already knew Vampiric Touch and Slow from the skull scroll)

+8 HP
Feat: Leadership
ABP: Strength
Skills:
+1 Diplomacy
+2 Fly
+1 Intimidate
+1 Perception
+1 Spellcraft
Background Skills:
+1 Knowledge (history)
+1 Profession (sailor)
+1 BAB
+2 CMD


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Hmm, I will switch one of Mac's skill ranks from Fly to Disable Device so I can cast Bestow Insight when needed.


Brother MacLaren wrote:

"In the name of Cayden Cailean, Breaker of Chains, be free!"

Brother MacLaren swims up and casts Dimension Door on himself and Kasin, bringing the rodent out of the anemone's reach.

Normally, casting would provoke an AOO, but Grappled creatures cannot take AOOs (with a few exceptions such as a 4th-level Tetori Monk or a 9th-level Strangler Brawler). A creature with the Grab can choose to not itself gain the Grappled condition, and so still be able to take AOOs, but only by taking a -20 on the CMB check. So Mac is going to take his chances that the anemone is focused on grappling Kasin and therefore he does not need to risk a difficult DC 23 check (at +10) to cast defensively.

I posted in discord also (apparently my method wasn't very clear) this is a surprise round, you've a move or a standard, not both.


There are spoilers so only read if you want to:

The AP's description of the events:

Creature: An aboleth named Uthiggmaru has taken up residence in the Brine Banshee’s cargo hold. Normally a denizen of the darkest depths of the ocean, Uthiggmaru is scouting upward, and has been carefully studying the wreck for its own inscrutable reasons. Currently the aboleth lurks in the aft section of the hold behind an illusory wall. When it notices the PCs at the wreck, it observes their behavior while using its illusions to toy with them. Uthiggmaru has already cast a programmed image that is triggered if any intelligent creatures enter the hold. The programmed image is a huge shark that swims out of the depths and into the gaping open end of the hold.
I was so focused on getting the shark ready that I didn't read what the aboleth would do during the first round. So I ended up doing all it's 'actions' a round late.
During Combat As the PCs deal with its programmed image, Uthiggmaru casts dominate monster on one of the PCs and telepathically orders that character to attack the “shark,” thus adding to its believability. Uthiggmaru then casts persistent image to create the illusion of a school of pale, eyeless fish glowing with luminescence, and combines this with hypnotic pattern, making the shimmering fish swirl about in mesmerizing formations. Once the true nature of the programmed image is discovered, Uthiggmaru casts project image to appear at the opposite end of the hold and dominate more foes. Only if the PCs pierce the illusory wall does Uthiggmaru explode into activity, lashing out with its tentacles at any attackers.
Since it said to dominate someone to get it to attack the abolith, Eric was the only one not attacking, so it tried to dominate him first. The second dominate, Veronica was fascinated so I rolled between Tucci and Mac. The third dominate it saw Mac as the greater threat with his spells (Tucci hadn't show that skill yet). I wasn't quite sure how to handle Tucci rolling percpetion for the 'wall,' so we decided to treat it like invisibility, but I also felt like the aboleth may notice Tucci noticing the wall. So I rolled perception, deciding that the aboleth did notice Tucci noticing the wall, and when Tucci moved that way, the Aboleth moved to the upper hold and used Project Image. Wanting to give the characters and option, I had the aboleth offer a trade, Eric for the other merman. (A fight that may happen either way)
Morale If reduced to fewer than 20 hit points, Uthiggmaru attempts to flee, escaping down the sinkhole northwest of the wreck with any newly acquired dominated slaves.
Having gone off script, ie not attacking Tucci when he moved through the wall, I wanted to give everyone a chance to at least attack the abolith. So he moved 60 ft out and made one last offer. After one round of combat, the insuing AoO's I'm not promising that he'll wait to get down the 20 HP or fewer. But this is how I tried to 'alter' the AP descriptions so we didn't have another 'Milksop' incident :)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Is there anything I can do to help Tucci's defense?

I do see that the Animal Focus (Str) he is using might not stack with the ABP bonus, as both are Enhancement (unless that has been house-ruled), so he might look to boosting Dex instead. I can cast Shield of Faith on him - with Extend it is 3 encounters. Or Shield Other, maybe, though that can be risky.
Bear's Endurance? Shield of Fortification? Aid? Feel free to make requests.

Tucci has the fewest HP in the party, and most often the lowest AC (Veronica's base is lower, but she has Shield and Mirror Image).

I don't have any first-hand experience with the Hunter class so I don't know if they are typically on the fragile side. That encounter with the druid, where he was dropped to half HP by a single non-crit hit from a non-melee-focused foe, has me a little concerned about how to keep him safe.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Oh shoot! I've been doing it wrong a whole level, damnit. Sorry about that, it never occurred to me that the ABP bonuses are enhancement - though that makes a lot of sense. That's on me, won't be doing that further. Thanks for pointing that out!

Yeah, I envisioned Tucci as well behind the lines and Kasin up front, so I haven't seen to his defense as I should. Tucci has been in the line of fire much more than anticipated.

However, I've got Barkskin that I can layer on now, I'll be switching animal focus to dex, and a purchase or two in that direction in the near future. Next level I get two animal foci and can easily add a bit of Con to the mix and save you a spell. I might take Aid for my next second level spell - we'll see.

Let's see what those changes do for me and we'll go from there. Thanks!


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

I don't think Hunters get Aid, but clerics do, and I will get free Empower eventually which makes it even better. So I can handle that one (and will make a point to prepare it going forward). Really, we could all benefit from that one.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

Oooh, empowered Aid. I love it! Thanks! And Tucci thanks you too! hehehhe.


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Robert Henry wrote:

The black clad halfling smiles, answering "It is no secret that many such 'wreckers' operate in the Shackles, and I have knowledge of one crew that claimed to have successfully attacked a Calistrian vessel. But the Temple of the Hidden Name deals in information, using secrets as currency. To learn one of the temple’s secrets, you must pay with another secret of equal value."

His smile turns wolfish "Fortunately, there is information that the temple, that I, want. A famous ship called the Brine Banshee mysteriously disappeared several months ago. It is said to have been one of the fastest ships in the Shackles, with unparalleled handling for a vessel its size, which many believed were the result of several potent spells woven into the ship."

He pauses, looking for any sign of recognition in the eyes of the officers. Continuing " If you can find what happened to the Brine Banshee and discover the secret of its unprecedented speed and maneuverability, I will trade that knowledge for the information about this particular 'wrecker'."

This is the original conversation with 'Slip' it felt like he wanted a little more than 'the wheel is magical' so trying to work with that.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Oh, sure.
I think it is fitting that we are being cagey and so is he.

Will get another post up in a bit.


I'd copied and pasted the information from the AP to an google image, but it may easier to track using the Archives of Nethys page for a Shackles Ensign


Sorry, mentally and emotionally whipped today. Normally I figure if I have the time to post in discussion, I can make a short post in game instead. Sadly, today is going be the exception to that. I've occasionally mentioned that I take care of my mom full time. I use the games here to keep myself distracted from RL. I normally try and post once a day in the games that are moving whatever is happening in RL. I told a few folks that she passed last Thursday, it was not unexpected, she'd fought dementia for the last ten years and her health had slipped. But today was the funeral, twenty-two family members from out of town, at the funeral home and here at the house. The headed home and we just finished dinner, but I'm whipped. I thought I had the energy for this tonight, but I just don't. I'll get a post up in the morning, and things should be back to normal quickly. I know it isn't a big deal to miss a day of posting, but I did want to explain. The community here is super, and I know you all understand.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Mac is leveled!

Brewkeeper 3
HD: +1d8+2 HP (+7, new total 59)
Saves: Fort +1, Ref +1
BAB +1
Ability Score Increase: +1 Str
Skills (6): Diplomacy +1, Perception +1, Bluff +2, UMD +2
Background Skills (2): Profession (Sailor) +1, Linguistics +1 (Aquan)
Class Features: Harmful homebrew (Prone), potion master
ABP: Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1

HP are looking a little low for L8... will start prepping Aid. The Sipping Jacket swift-action CMW is a pretty good trick to have, though I'm just worried about going full to negative in one round before I get to use it. A Maximized Fireball would do 60 damage for example, and a Wiz11 would certainly be considered an appropriate challenge for 8th-level PCs.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

NEXT LEVEL: 8:
Hunter, Divine Hunter Archetype (Good)
+1 Wisdom
+6hp (5, +1 con) (51)
+1 BAB (6/1) & CMB/D
+1 to Fort and Reflex saves (6/6/2)
+9 skills (6, + 1 fav, +2 background†) (Diplomacy, Disable Device, Handle Animal, Intimidate, Knowledge Geography x2 (†), Perception, Profession Sailor, Survival)
+1 Wild Empathy (8)
+1 Tracking (4)
+1 Touch of Good (3)
Armor attunement +1/+1 (1 to armor, no shield or buckler)
Resistance +2
Toughening +1 natural armor
Weapon attunement +1/+1 (Pike, Dagger)
+1m animal focus (8) (also note bonuses increase to +4)
Second Animal Focus (select two foci instead of one for Kasin (bull and tiger) and Tucci (bear and tiger))
Swift Tracker (Ex): A hunter can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Spell Swap Deadeye’s Lore for Magic Fang
+1 Third Level Spell (Resist Energy Communal)
+1 Second Level Spell cast (5)
+1 Third Level Spell cast (3)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally

Kasin Celestial Capybara
+1 HD (7 x 4.5 = 31, +14 con, +7 toughness) 52hp
+1 SR (13)
+1 Smite Damage (7)
+1 BAB (5)
+1 Skill: (Fly)
+1 Feat: Improved Natural Attack (bite: d8)
Mental Prowess +2 (wis)
Animal focus likely: bear & bull (+4 con/str)
- - -


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Level up: Magus 8:

Hp +8 (5 +2 con +1 fcb) (67)
Saves: +1 fort +1 will
Bab: +1 (+6/+1)
Ability score increase: Str +1 (22)
Skills: Diplomacy+1, Fly +1, Intimidate +1, Perception+1, Spellcraft+1, UMD +1
Background Skills: Linguistics (Infernal) +1, Profession (Sailor) +1
Class Features: Improved Spell Combat (+2 circumstance bonus to concentration checks when using Spell Combat)
Spell Slots: +1 2nd level, +1 3rd level
Spells known: Dispel Magic, Infuse Self
ABP: Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Level up: Bard 6:

Hp +6 (5 +1 con)
Saves: +1 fort +1 Ref +1 will
Bab: +1
Skills: Disable Device+1, Perception+1, Perform(Dance) +2, Spellcraft+1, Use Magic Device+1
Background Skills: Perform (Sing) +1, Perform (Wind) +1
Class Features: Versatile Performance: Dance, Comparative Arcane Studies
Spell Slots: +1 2nd level
Spells Known: +1 1st level (FCB), +1 2nd level
ABP: Cha+2


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

So, one of the major advantages of things like the Trap Spotter rogue talent is that you get an automatic check for every trap, rather than having to go much more slowly with an active Perception check every 10'.

The way we are doing spell durations, there seems no drawback to going slow. A spell that last 3 combats lasts that duration whether you are going slowly with active Perception or going fast with Trap Spotter.

I suppose it's not a big deal, but it's a little odd.


I agree, we've basically made time not an issue. Which I'm ok with if you all are, I think it makes it easier to track.

As for trap spotter rogue talent your right. I don't know what most folks preference is but I tend to play a lot of frontliner/rogue types who stay up front. The goal to have a high enough perception to take ten, and move slowe enough to do it. Heck, I've played where the group moved slow enough to 'take 20' and will do that if I think it's really dangerous (especially with low perception)

Anyway, I'm ok with SOP out of combat, taking 10 on perception and detecting magic, if you all are. If we want to change it, let me know.


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

There are lots of adventures where time pressure exists, so I always take Trap Spotter on rogues.

The cleric spell Find Traps is similar. If we were ever under time pressure to get through a dungeon, I would feel better using that spell rather than stopping every 10' to make active checks.


True, as a player my hope would be that there would be some 'clue' as to the nature of that situation. A ticking clock as it were. Fortunately, other than 'time length of spells' which we've decided is 'combat based' here so no longer an issue there isn't a rush.

Oddly in the next book there is a 'time frame' but it's 'months' not minutes.


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IN refernce to Mac's question in discord,

Tucci Hedgehopper wrote:

Tucci needs to tie the woman down, so I figure he's downstairs another few rounds to make that happen. Once that is done, he and Kasin will make their way upstairs though.

No searching though, we seem to be in a hurry.

When Tucci Said this, I didn't list the things the pirates or Zarskia’s were carrying. Did anyone specifically add they eventually took away her weapons or stuff? I know Mac said
Brother MacLaren wrote:

I had thought we might bring our guest to dinner. If not:

Brother MacLaren ensures that Zarskia is tightly bound, and additionally locks her hands in the MW Manacles. He doesn't like doing this - doesn't like dealing with prisoners at all, really - but it's a consequence of the Frostbite spell.

Then he leaves Zarskia, still unconscious, in his quarters.
"Don't let her out, Maheen. If there is noise and you need to open the door to check on her, have three others with you. I think she is secure, but she may have a trick up her sleeve that I didn't know about."

I guess it's ok if we assume you all took her stuff since you clearly wouldn't have left a prisoner (even one untied and unconscious) armed.

I realize for speed sake, I list what the folks have on them. That didn't happen at this time because we were still in rounds and a volatile situation. But to be consistent I realize we should have listed her gear somewhere.

Zarskia Combat Gear Large scorpion venom (2 doses), purple worm poison (2 doses), shadow essence (2 doses);
Zarskia Other Gear: mithral chain shirt, masterwork butterfly swords** (2), (Acrobatics), alchemist’s kit, masterwork thieves’ tools, tindertwigs (3), keys to all locks in the apothecary, formula book (contains all prepared extracts plus alchemical allocation*, alter self, discern lies, dragon’s breath*, invisibility, keen senses*, perceive clues*, shield, spider climb, undetectable alignment, and water breathing), diamond dust worth 500 gp


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

NEXT LEVEL: 9:
Hunter, Divine Hunter Archetype (Good) 9
+6hp (5, +1 Con) (57)
+1 Will save (6/6/3)
+9 skills (6, + 1 fav, +2 background†) (Bluff, Disable Device, Handle Animal, Heal, Knowledge Geography x2 (†), Perception, Profession Sailor, Survival)
+1 Wild Empathy (9)
+1 Feat: Bonded Mind
+1m animal focus (9)
+1 armor attunement (2)
+1 weapon attunement (2)
+1 feat for Shared Training and one more target (bonded mind and Eric)
+2 Third Level Spells known (aerial tracks, magic circle against evil)
+1 First Level Spell per day (6)
+1 Third Level Spell per day (4)
Spells Known (Caster Level 9, Concentration +13, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (6/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (4/4): Aerial Tracks, Life Bubble, Magic Circle Against Evil, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally

Kasin Celestial Capybara
+1 HD (8 x 4.5 = 36, +16 con, +8 toughness) 60hp
+1 SR (14)
+1 Smite Damage (8)
+1 BAB (6/1)
+1 Fort and Reflex saves (6/6/2)
+1 Skill (Fly)
+2 natural armor bonus (6)
+1 Str/Dex bonus (Str 17, Dex 18 - bump)
+1 bonus trick (seek)
+1 ability score (Str 18 - bump)
Multiattack
Physical Prowess +2 (Str)
Animal focus likely: bear & tiger (+4 con/dex)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

I am completely uncertain about what to do with Mac's feats. He's pretty good at a lot of things, has few real glaring weaknesses (other than his AC).

As I understand it, this AP normally goes to level 14. So that would be 3 more feats. Here are my thoughts:

1) Defiant Luck, Inexplicable Luck, and 1 other thing - fits with the "Lucky Drunk" image of Cayden Cailean.
2) Sacred Summons, Summon Guardian Spirit, 1 other - Mac's Wisdom makes for low spell DCs, but summoning doesn't care about that. Standard-action summons of Bralani azatas is pretty solid. And Guardian Spirits can be very strong.
3) Dimensional Agility/Assault/Dervish - teleport pounce a couple of times a day.
4) Martial Focus, Cut from the Air, Smash from the Air - defense against ranged attacks.
5) Catch Off-Guard, Two-Weapon Drunkard, 1 other - cast with hands full.
6) Shield Focus, Unhindering Shield, 1 other - get a better AC by using a buckler while TWF.

Cleric is a very versatile class and there's a ton of ways to go with it. Any thoughts?

On his terrible AC, I may just put a few more points into UMD and ask to use the wand of Mirror Image that Veronica has (and no longer needs). He's got UMD as a class skill (+3), 13 Cha (+1), and the Circlet of Persuasion (+3) so getting to a point where he can reliably use wands isn't too hard.


Brother MacLaren wrote:
As I understand it, this AP normally goes to level 14. So that would be 3 more feats. Here are my thoughts:

Hmmm, I went to check this, it is 'level 14' but there are three separate sections on the final book. And what I don't get is it says If the PCs are at the low end of 14th level by the time they... (which is the beginning of the third section) What does it matter if their at the low end or the high end if the 15th level isn't going to happen?

I doubt if you all will have trouble, but we will go 15th level for the last section.


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Level up: 7:

+6hp (5, +1 Con) (48)
+1 BAB
+6 Skills: Disable Device, Perception, Profession Sailor x2, Spellcraft, Use Magic Device
+2 Background Skills: Knowledge (Nobility), Perform (Sing)
Feat: Arcane Strike
ABP: +2 Dex
+2 3rd Level Spells known: Good Hope, Haste
+1 2nd level spell known (FCB) Gallant Inspiration
(Missing from last level:
+1 2nd level spell known: Mirror Image
+2 1st level spell known: Cure Light Wound
)
+2 3rd Level spell slots (1 level, 1 bonus from Cha)


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Level up: 9:

+8 hp (5 +2 con +1 fcb)
+1 Ref
+6 Skills: Diplomacy, Flyx2, Intimidate, Perception, Spellcraft
+2 Background Skills: Knowledge (Nobility), Profession (Sailor)
+1 arcane pool point
Feat: Extra Arcana
Arcana: Soothsayer hex, Protective Luck hex
ABP: Weapon +2, Armor +2
+1 1st level spell slot
+1 3rd level spell slot
New Spells: Gaseous Form, Channel Vigor

Blackblade:
Enhancement: +3
Int: 14, Wis/Cha: 10, Ego: 12
+1 Blackblade arcane pool point
New ability: Teleport Blade

I do like all your ideas, Mac, but if I had to choose, probably would lean towards one that you can use more often, so probably number 2 or 3? Although I have to admit I like the image of having Mac smash ballista bolts out of the air with his tankard.


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M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Summon Guardian Spirit, attuned to SMV. With Extend Spell (via brew reservoir), SMV will last for 3 encounters at this level and 1 whole dungeon once we hit 10th.

Silvanshee Agathion is by far the strongest choice for a Guardian Spirit.
Lyrakien Azata can be summoned as a standard action with Sacred Summons if I were to pick that up.
However, Cayden Cailean traveled with a pet mastiff named Thunder, and Caypups are descendants of Thunder. Brother MacLaren's guardian spirit will be a Caypup named Rumble.

Brother MacLaren Level 9:
Brewkeeper 4
HD +1d8+2 (+7 HP, new total 66)
Feat: Summon Guardian Spirit
+1 BAB (now gets iterative attack)
No save increases
+6 skills (Diplomacy, Perception, Fly, Sense Motive, Bluff, UMD)
+2 Background skills (Profession-Sailor, Linguistics-Celestial)
+1 2nd-level spell/day
+2 5th-level spells/day (1 general, 1 domain)
Helpful Homebrew (Empower)
Brew Reservoir to 7 points
ABP: Armor Attunement +2, Weapon Attunement +2


Brother MacLaren wrote:
Brother MacLaren strikes with the Ghost Whip, trying to pull the spirit out of the wall.

I may be missreading this so bear with me. The spirit came from the ceiling, attacked where the 'shadow figure' is went back into the ceiling and moved up to his 40 ft. unless he's in the room would he be visible to Mac?


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

MacLaren's level-up:

Cleric 6
HD +1d8+2 (+7 HP, new total 73)
+1 BAB
+1 to all saves
+4 skills (Diplomacy, Perception, Fly, Sense Motive)
+2 Background skills (Profession-Sailor x2)
+1 4th-level spell/day (for now, Divine Power)
+1 5th-level spell/day (for now, Communal Air Walk)
ABP: Resistance +3, Deflection +2


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

NEXT LEVEL: 10:
Hunter, Divine Hunter Archetype (Good)
+6hp (5, +1 con) (63)
+1 BAB (7/2) & CMB/D
+1 to Fort and Reflex saves (7/7/2)
+9 skills (6, + 1 fav, +2 background†) (Diplomacy, Disable Device, Handle Animal, Intimidate, Knowledge Geography†, Perception, Profession Sailor, Profession Merchant†, Survival)
+1 Wild Empathy (10)
+1 Tracking (5)
+1 Touch of Good (5)
+1 Deflection (2)
+1 Resistance (3)
+1m animal focus (10)
Raise Animal Companion (Sp): A hunter gains raise animal companion as a spell-like ability; this is not restricted to raising only her own animal companion. Using this spell-like ability gives the hunter a permanent negative level. This negative level cannot be overcome in any way (including by restoration), but automatically ends after 24 hours.
Most spell durations lengthen
+1 Second Level Spell Known (Bloodhound)
+2 Fourth Level Spell Known (Air Walk, Commune with Nature)
+2 Fourth Level Spell Cast (2)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (6/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (4/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally

Kasin Celestial Capybara
+1 HD (9 x 4.5 = 40, +18 con, +9 toughness) 67hp
+1 SR (14)
+1 Smite Damage (9)
+1 Will save (6/6/3)
+1 Skill: (Fly)
+1 Feat: Hefty Brute
Armor attunement +1 (armor) / +1 (none)
Resistance +1 (2) (saves)
Toughening +1 (nat armor)
Weapon attunement +1 (none) / +1 (none)
- - -


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Level up:

+8 hp (5 +2 con +1 fcb)
+1 Fort +1 Will
+1 BAB
+6 Skills: Diplomacy, Flyx2, Intimidate, Perception, Spellcraft
+2 Background Skills: Knowledge (history), Profession (Sailor)
ABP: Weapon +2, Armor +2
+2 4th level spell slot
Fighter Training
New Spells: Invisibility, Greater; Dimension Door
ABP: Resistance +3, Deflection +2


M Human HP 51/51 ; AC 25, TAC 15, FFAC 21 | F:+4, R:+12, W+7| Init +5; Perception +11| Spells: 1st: 5/5 2nd: 1/6 3rd: 3/3

Level up:

Level up: 8
+6hp (5, +1 Con) (51)
+1 BAB
+1 Ref +1 Will
+6 Skills: Disable Device, Perception, Profession Sailor x2, Spellcraft, Use Magic Device
+2 Background Skills: Perform (Dance), Perform (Sing)
ABP: +1/+1 weapon, +1/+1 armor, Thoughening +1, Resitance +2
+1 3rd Level Spell known: Jester's Jaunt
+1 2nd level spell known (FCB) Sound Burst
+1 3rd Level spell slot
+1 2nd Level spell slot


Just a heads up. I'm headed out of town this afternoon. My laptop is broken enough I can't take it with me, so I won't be back online/in games until sometime Sunday afternoon


Veronica Blackblade wrote:
Still invisible, since it's Greater Invisibility. I don't think Tucci was under protective luck anymore - he was attacked when we first encountered this group, and it's been quite a few rounds since then.

The last 'active party' post had it still active. We'll leave it as is. Unless Tucci feels obligated to take the damage.


Brother MacLaren wrote:
Can this Channel also be used to heal the living or harm the undead?

I wouldn't see why not, like the other stuff it didn't specify one way or the others, so have at it.


Veronica Blackblade wrote:
90ft speed should let me easily circle around from the south and avoid any AoO from Yellow.

This is part of the reason I was whining about the map. Fargo has started descending the stair to the hold, so he is lower, there is no attack beside him, only above him, which would permit an AOO.


This was the post before you went to the aquatic 'ruined temple'

narrator robot wrote:
As the word came down to the sub-officers that the crew could land and begin work on the fort, frantic activities began. Amborse, Jack and Owlbear quickly made themselves at home in the kitchen of the rundown mess hall's kitchen....

So I'm assuming Amborse had been getting it functional. So it should be usable. I'll have ambrose post saying so, after Veronica posts, or in the morning if she's not able to post.


Aldizog and Pancakes, as you know, I started GMing this game on the stipulations that I could play in Elfriede's Kingmaker game. A game which ended the same time she dropped from this one. Had I not invited Euan into this game I would have ended it then. I have decided to remove myself from Euan's game, thus the feelings of obligation to continue this one.

I wish you all nothing but good luck and good gaming.


Male Halfling Hunter 10 | AC: 23 tch 15 flat 21 | Fort +12, Ref +13, Will +11 | CMD 22 | Initiative +2 | Perception +25 | Sense Motive +4 | Helm

I'm sorry to see this one close down, but I totally understand.

The harpies will get away after all! :)


M Human Cleric 6/Brk4 | HP 73/73 | AC 24 (T 15, FF 21, CMD 26) | F +12 R +10 W +12 | Mv 30' | Init +3 | Per +13 Spells 4/6/6/5/4/3 | Channel 3d6 4/4 | Agile Feet 6/6 | Active: Outflank

Can you move this back to active? I would like to try to find a new GM.
You really were an excellent GM, thank you for picking this game up, and yours will be big shoes to fill.


Female Human Magus 10 | HP 83/83; AC 21, TAC 13, FFAC 20 | F:+11, R:+6, W+7 | Init +1; Per +16 (+18 with BB); Low-light | AP 6/7, BB 3/3| Spells: 1st: 6/6 2nd: 4/5 3rd: 1/4 4th 2/2

Thank you for picking up the game for us, Robert. It was a great game until now, and you've been a wonderful GM!

Like Mac, I'd like to try and find a new GM - we've come so far, I'd really like to see this game through to the end.

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